Coding a Roblox Custom Dungeon Generation Script from Scratch

If you're trying to build a roguelike or an adventure RPG, chances are you've spent a few late nights wondering how to get a roblox custom dungeon generation script actually working without it crashing your Studio. It's one of those milestones for a developer where you move past just placing parts by hand and start letting the game "think" for itself. There's something honestly pretty cool about hitting Play and seeing a completely different layout every single time.

But let's be real, procedural generation can feel like a nightmare if you jump in without a plan. You end up with rooms spawning inside other rooms, doors that lead into solid stone walls, or—even worse—a dungeon that's just one long, boring hallway. If you want your game to feel professional, you need a system that handles logic, randomness, and layout with a bit of grace.

Why Build Your Own Instead of Using a Plugin?

You could probably go to the Toolbox right now and find a dozen dungeon kits. Some are okay, but most are bloated or way too rigid. When you write your own roblox custom dungeon generation script, you have total control over the "vibe" of your levels. You decide if the rooms are cramped and claustrophobic or wide-open and epic.

Plus, building it yourself means you actually understand how to fix it when things go sideways. If a plugin breaks after a Roblox API update, you're stuck waiting for an owner who might have quit the platform three years ago. If your own script breaks, you just hop into the code, find the logic error, and patch it. It's about building a foundation that scales with your game.

Starting with the Building Blocks

Before you even touch a Script or a LocalScript, you need to think about your assets. Your script is only as good as the parts it's moving around. I usually start by making a few "Template" rooms.

Think of these as your DNA. You'll want: * Standard Rooms: Square or rectangular rooms with potential exits on all four sides. * Hallways: Long connectors to bridge the gaps. * Corners: L-shaped pieces to keep the layout from being a straight line. * Special Rooms: Boss rooms, loot rooms, or shops.

The trick here is to make sure every single piece fits on a grid. If your base unit is 20x20 studs, every room should be a multiple of 20. This makes the math in your script infinitely easier. You won't have to deal with weird decimal offsets that eventually lead to gaps in your walls.

The Logic Behind the Generation

There are a few ways to handle the actual "growing" of the dungeon. Some people like the "Drunkard's Walk" method—where the script basically wanders around randomly and leaves a trail of rooms—but for a roblox custom dungeon generation script, I've always found a "Seed and Branch" approach to be much more reliable.

Basically, you start with a "Starter Room" at the center of your map. Then, you tell the script to look at all the available exit points (I usually use invisible Attachments or parts called "Doorway") and pick one. The script then picks a random room from your folder of templates, aligns it to that doorway, and checks if it fits.

Checking if it fits is the hard part. You don't want a 40x40 library spawning right on top of the 20x20 armory you just placed. This is where spatial queries or simple bounding box checks come in. If the space is empty, the script "welds" the room into place and adds the new room's doorways to the list of potential expansion points.

Handling the Overlap Problem

Overlapping rooms are the bane of procedural generation. If you've ever played a buggy indie game where two rooms are fighting for the same physical space, you know how much it kills the immersion.

In your script, you'll want to use something like GetPartBoundsInBox. Before you officially parent a new room to the Workspace, have the script check the area where the room is about to go. If the function returns any parts that belong to an already-existing room, the script should just say "Nope," discard that room choice, and try a different one—or maybe just place a wall and call it a dead end.

It sounds simple, but getting the timing right is key. You want these checks to happen fast so your players aren't sitting at a loading screen for thirty seconds while the server calculates geometry.

Making It Feel Random (But Not Too Random)

The "random" in procedural generation is a bit of a lie. True randomness usually looks like a mess. What you actually want is controlled chaos.

This is where "Weighting" comes in. In your roblox custom dungeon generation script, you shouldn't give every room an equal chance to spawn. You might want a 50% chance for a hallway, a 40% chance for a small room, and only a 10% chance for a rare treasure room.

You can do this by putting your room templates into a table and assigning them numbers. A simple math.random() check against these weights ensures that your dungeons feel consistent but still surprising. You want the player to feel like they've found something special when they stumble into a rare room type.

The Importance of the Seed

If you want to get really fancy, you should incorporate a seeding system. You've seen this in games like Minecraft or Terraria. A "Seed" is just a string of numbers that tells the random number generator exactly what sequence to follow.

By using Random.new(seed), you can make it so that the same seed always generates the exact same dungeon. This is huge for debugging. If a player reports a bug where a room spawned upside down, they can give you their seed, and you can jump into that exact same layout to see what went wrong. It also lets you do "Daily Dungeons" where every player on the server competes on the same map for 24 hours.

Optimizing for Performance

Roblox can be a bit picky when it comes to spawning hundreds of parts at once. If your dungeon is huge, simply calling Instance.new or Clone() over and over will cause a massive frame drop.

One way to handle this is through chunking or incremental spawning. Instead of building the whole thing in one frame, use a task.wait() or spread the generation over several seconds. Better yet, only "activate" the rooms that are near the player. If a player is in Room 1, there's no reason for the server to be calculating physics or rendering lights for Room 20 on the other side of the map.

You can use StreamingEnabled, but for a truly roblox custom dungeon generation script, manual optimization usually works better. I like to keep my rooms as Models and use SetPrimaryPartCFrame (or the newer PivotTo) to move them into place instantly.

Adding the Final Touches

Once the walls and floors are in place, you need to populate the world. A hollow dungeon is just a maze. Your script should have a secondary pass where it goes back through the generated rooms and decides where to put enemies, crates, and torches.

I usually put "SpawnPoints" inside my room templates. After the layout is finished, the script loops through all the SpawnPoints in the dungeon. Based on the room type, it might spawn a skeleton, a chest, or maybe just some cobwebs for atmosphere.

Lighting is also a big deal. Instead of one big Sun, use PointLights inside your room templates. This gives the dungeon that dark, moody feel that players love. Just be careful with the light count—too many lights will tank the performance on mobile devices.

Wrapping It Up

At the end of the day, a roblox custom dungeon generation script is a tool that evolves with your project. You'll start with simple squares, and six months later, you'll be adding multi-level verticality and complex branching paths.

The most important thing is just to start. Don't worry about making the "perfect" algorithm on day one. Get a script that can place two rooms side-by-side without breaking, and build from there. Before you know it, you'll have a system that creates endless adventures, and you won't have to manually move a single brick ever again. Happy scripting!